After having lost your life, you having a second chance. You must recover all souls for revive. Explore and find all souls in a 2D pixel world with 2 colors. You will playing a little ghost called fayber.
The goal is to catch all lost souls with your best record. All souls are dispersed under the world. Find them all, good luck !
The game offer you a little tutorial and story before to starting your adventure. ( You can pass it fastly )
Enjoy !

Inspired by 'Bootleg 24-in-1 multicart' https://www.lexaloffle.com/bbs/?tid=31895
Menu component with native pico menu look and feel
This demo allow you to launch a few pico games from the BBS
Usage :
menu:init({ { label = 'item 1', action = function() print("hello") end }, { label = 'item 2', action = function() sfx(1) end } }) menu:update() menu:draw() |
By the way, did anyone tried to reverse the api used by SPlore to get cart lists ?
I'd like to complete the cart with more games -> #id listed !

Hi all,
Together as "Road Software", Robsoft (of Pico8 Tanks fame) and I have joined forces to create a tribute/de-make of Oh Mummy! There’s a superb version for Pico8 by Hokutoy (which I’m sure many of you will already played) however we’ve tried to take a different path, wanting to create something aligned to the 1984 Gem Software, CPC 464 version (although it does deviate in a few places where we feel we’ve built on the original…).
Coding is from Robsoft, with SFX, music and GFX from me. We’d love to have your feedback – we’ve got plenty more ideas that we’re looking to develop as a team and want to learn as much as we can from the Pico-8 community.
Gameplay is very similar to the original – walk around 4 sides of each box to uncover various items including treasure, golden and guardian mummies, keys and scrolls. To complete a level: find the key and royal mummy, with 5 levels per pyramid.
You can also download the game at itch.io.
Hope you enjoy playing as much as we enjoyed making this.
Cheers,
Road Software










As I needed an OVAL drawing routine for the paint cart I'm working on, I was surprised to see how small of code it was required in order to do such an effective one !
Here is the original C source code by roger dahl found in stackoverflow.com :
for(int y=-radius; y<=radius; y++) for(int x=-radius; x<=radius; x++) if(x*x+y*y <= radius*radius) setpixel(origin.x+x, origin.y+y); |
Here is my code for Pico-8:
-- lovely oval drawing function -- converted by dw817 -- original by roger dahl function oval(h,v,x,y,c) x=(x+1)/2 y=(y+1)/2 h-=1-x v-=1-y for i=-y,y do for j=-x,x do if ((j/x)^2+(i/y)^2<1) pset(h+j,v+i,c) end end end x1=64-30 y1=64-20 x2=60 y2=40 cls() rect(x1,y1,x1+x2-1,y1+y2-1,1) oval(x1,y1,x2,y2,12) |







I put this together for a game I'm working on, but I thought it might be useful to folks as a standalone cart. The code is clearly segregated between the demo and the actual high score code, so should be easy to lift and shift, or feel free to adapt as you like.
To try the demo: left and right increase/decrease the score, up checks the score against the high score table and switches to score entry if your score is high enough.
Features:
- Large score support (from the discussion here: https://www.lexaloffle.com/bbs/?tid=3577 )
- "Fancy" High score table display
- Inline entering of high score name (3 characters to fit in with the 80s/90s game vibe, but could be extended easily enough)
- Persistence of the save data (uses dget and dset, I know you can store more using alternative methods, but I believe you then lose that data if the cartridge is updated)
Haven't needed to worry too much about token counts yet - its not a huge amount of code as it is, but I might optimise it a bit more in the future, but I don't want to impact the readability.





So I dug up this old bootleg PICO-8 multicart I had. I honestly can't remember where I got it. It says it has 24 games on it, but really it's more like 10 or so? A lot of the games are just the same ones repeated with different names, and a lot of the games aren't labelled correctly. Also, don't select the "Janitor Man" cart, it'll just display a bunch of garbage.










A simple little arcade game made well within 48 hours.
I made this for WPI's A-term 2018 game jam. I didn't have a ton of time to spend on it, but this is what I wound up with.
It was based on this poem.exe tweet:
before this autumn wind
flower face
awake
You play as a flower with a face trying to keep its petals from blowing off by leaning into the unpredictably changing wind.
Controls:
- Z/X/C: Start Game / Retry
- Left/Right: Lean
There's no music but there are sound effects.
And if you want to follow my work, check out my Twitter: @Jusiv_


This is a small game based on the Famicase "Meteor Night" for the "Chill"-themed A Game By Its Cover jam 2018. (itch.io page here)
Instructions
There's a meteor shower coming, and you take your friend or date stargazing after dark. They've never gone stargazing before, so you'll have to point out any meteors you see to your friend or date.
It's chilly outside, so make sure you keep your friend or date warm. If they see a beautiful meteor, they will forget the cold for a little while; if they keep missing meteors you point out, they'll grow frustrated and cold.


This game was a remake of a game I made during my first game jam called racing squared (This game!). This time however, it is even better!
Mechanics
Your car can only move one square at a time (One square = 8x8 pixels), essentially making this a grid based racing game (Racing squared, Get it?)
Controls
Use the arrow keys to move the car one square forward. You can either spam the key to move forward or hold the key for a while to move automatically. All menu controls are explained in the game.
[i]Future additions


Hi everyone!
Yesterday I saw this video: https://www.youtube.com/watch?v=4CbPksEl51Q
and I thought that diagram was really neat, I so recreated it with Pico8 for larks.
Figures are accumulated by tracing them directly into the spritesheet with sset.
Controls:
Up/Down: adjust trace speed
Z: Toggle tracing lines
X: Toggle tracing dots
